NEWS

[SR5] Cyber implant Weapon pairings

Are blade implants in sr5 sold in pairs? Since the second one has no real game purpose in this new world of nerfed wielding it seems odd to charge a player full price for a second one just for symmetry... Any reason not to sell a pair for the listed costs?

The costs listed would be for a single implant, just as it has always been. Pairs would be double the cost, unless part of a cybersuite. As for why you'd get spurs on both hands, there's plenty of reasons I can think of, mostly springing from the rule of cool, but dual-wielding blades that can never be disarmed is a good one. And there will probably be more ideas that come to you as the 5E version of Arsenal comes out.

Redundancy is a poor reason to double essencesspending for an implant, especially in a system whereone cyber arm can give you as much full body armor as aa bullet proof vest... Why abstraction, easy bookkeeping, and rule of cool for one implant and not another?

Redundancy is a poor reason to double essencesspending for an implant, especially in a system whereone cyber arm can give you as much full body armor as aa bullet proof vest... Why abstraction, easy bookkeeping, and rule of cool for one implant and not another?

In 3rd edition I gave an advantage for paired weapons that seemed to make things work.

"When using a pair of weapons you count as having +1 reach."

Arguably, it isn't the most accurate way to handle the advantages/disadvantages of paired weapons, but it was simple and meshes with existing rules.

Redundancy is a poor reason to double essencesspending for an implant, especially in a system whereone cyber arm can give you as much full body armor as aa bullet proof vest... Why abstraction, easy bookkeeping, and rule of cool for one implant and not another?

In 3rd edition I gave an advantage for paired weapons that seemed to make things work.